Stormgate

Stormgate Dev Tracker




03 Jun

Comment

Originally posted by rewazzu

Just wanted to say that I really enjoyed listening to this podcast. I am a computer science student but never considered working in the games industry until l listened to these guys. Hearing their pathfinding solutions and tweaks to the Astar algorithm, decisions to push units during pathing, and all the reaper pathing issues was super interesting, it makes me want to try and code-up a demo like his yeti maze.

Also, does anyone think there might be a recording of James's GDC talk on unit pathing? I would be super interested in watching it


27 May

Comment

Hey hey. To be clear, the deal announced today was only for the use of the Unreal Engine. We're still a long ways away from making any publishing plans, but we sincerely appreciate the feedback and we'll definitely factor it in when making a decision.


30 Apr

Comment

Good god. Congrats on completing the Co-op campaign!


08 Apr

Concept Artist

Job Description

We're looking for a skilled, experienced, and driven concept artist to help us make our new real-time strategy game a reality.  As part of the Frost Giant Art team, you'll play a pivotal role shaping the creation of our new RTS.  We're a new and tight-knit team with a history of success in the videogame industry.  Because of our small size, everything you work on will have a major impact on the final product, from influencing in-game art, to cinematics, to marketing materials.  There's ...

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24 Mar


23 Mar

Comment

Originally posted by _Spartak_

The absence of WASD controls

This is a good point. However, I think trying to "solve" it by implementing a control scheme that uses WASD for camera movement (not saying you will do that) can do more harm than good. While I wouldn't mind an optional setting for such a control scheme, I think it can be counter-productive to the goal of onboarding players due to its impact on encouraging hotkey use.

While it may seem like hotkey use is a step for the competency to mastery stage, I believe it is actually related to newbie to competency stage. RTS games rarely teach hotkey use (almost all RTS tutorials will tell you to "click on the ... icon to do ..."). I think that can be a contributing factor to why RTS games feel so overwhelming to control. To do better in that regard, an easy-to-learn, intuitive hotkey setup is needed (which is another aspect RTS games have traditionally been terrible at) and that's where using WASD for camera panning will...

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To be clear, the primary purpose of that section was to paint a picture of how RTS might be exotic to newer players. We certainly don't have any plans of implementing WASD controls as the primary way you control movement or the camera.


22 Mar

Comment

We've read everything that's posted on the sub. That being said, it's a lot of content for a small team that's focused on the early stages of building a game. Our current strategy to handle this is to condense the back-and-forth communication to the bi-monthly discussion topics and responses, which in themselves take a fair amount of time to construct.

The discussion so far has been really great and reminds me of the deconstructive RTS essays in the early days of StarCraft II on Teamliquid.


31 Jan

Comment

Originally posted by [deleted]

It was more popular when it was new which isn't a surprise. But it's been out for long enough for people to be bored of it

It's more popular. Source: I'm an ex-dev.


19 Jan

Comment

Thanks for the enthusiasm! We printed a very limited run of the shirts as a thank you/holiday present for some friends of the company who helped us with internal feedback sessions. No current plans to set up a storefront at the moment, but it's something we've definitely talked down the road, especially once we're more settled down with our prototype/game and have staffed up.


25 Nov


25 Oct

Comment

Cool survey and nice to see you again, Timetwister =)


23 Oct

Comment

From a design perspective, I have two favorites for two different reasons. It's a total coincidence that they're both Zerg units. Please don't read too much into it!

I wasn't on the team during the initial development of WoL, but the Baneling must have been a very controversial unit. In general, I think there's this idea that people don't like using suicide units; it just doesn't follow the common RTS fantasy of building up the most powerful army possible over time. (For similar reasons, Zagara was thought to be a very risky Co-op Commander.) And yes, I know Scourge were a thing in SC1, but the Baneling was designed to be a core unit in SC2, something players are supposed to interact with in nearly every game.

Though there's certainly some controversy about this unit, especially recently, I think overall, this unit turned out beautifully and certainly exceeded my expectations. After all, it's a key component of one of the most beloved interactions...

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22 Oct

Comment

Originally posted by blade55555

Haha, I can give a more details response here if you're really that curious in case you aren't meming from the chat (sadly I never got to see if they responded to my comment on why).

What makes age of empires a great team game is how you have to work together. Mixing unit compositions, building forward bases together and requires teamwork to win (unless you are just better than the other team).

Some examples off the top of my head. I can go Archers, while my ally can go cavalry. A great combination, especially if we micro well together (if pikemen are going for his cav, I focus the pike, and he'll defend my archers or take out counters to my archers like skirmishers).

Another great thing is you can send resources. Let's say my ally needs x amount of wood for a town center, I can send him it. There's some cheeky strategies where one player funnels all his resources to his partner, who utilizes that extra income to advance faster to other ages and have stronge...

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hi blade55555. we meet again.


21 Oct

Comment

Am I in danger?


20 Oct